Shotcraft
How generation works

Temporal consistency: flicker, drift and morphing

Generated clips wander because nothing in the model keeps a continuity book.

Commonly believed, and wrong: flicker is a bug awaiting a patch.

On a set, continuity survives because somebody writes it down. The script supervisor logs which hand holds the cigarette, how full the glass is, which way the collar folds, and the stills go into a continuity book so tomorrow's setup matches today's. A video model has no continuity book. It does not carry a list of objects with properties forward through a shot. What it has is a set of latents that must all look plausible together, plus attention running between them. That is enough for a lot and not enough for everything. Broad motion holds up, because a body crossing a frame is a strong and common pattern. What fails is anything the model must re-derive at each moment. The pattern on a shirt crawls because no specific pattern was ever committed to, only plausible fabric resolved a little differently each frame. A face drifts because this person is not stored anywhere. An object passes behind another and returns subtly changed, because object permanence is not a rule the model holds. VBench, which breaks video quality into 16 measured dimensions, lists temporal flickering, subject consistency, background consistency and motion smoothness as separate axes, which tells you the field treats these as distinct standing failure modes rather than one bug. Architecture trades against the problem in different ways. Cascades generate distant keyframes and then fill between them, as Imagen Video does with interleaved spatial and temporal super-resolution stages. Lumiere's authors argue that keyframes followed by temporal super-resolution makes global temporal consistency inherently hard, and generate the full duration in a single pass instead. Both approaches improve the symptoms. Neither turns continuity into something the model tracks.

Why it matters on a production

Design shots around what the model cannot track. Shorter takes, less occlusion, fewer patterned surfaces, no small repeated text, and faces held long enough to read but not long enough to wander. When a face must recur across shots, consistency is bought with reference images, fine-tunes and human selection, so put that selection time in the schedule as labour. In review, watch each clip twice at speed and once at quarter speed, because flicker and texture crawl are far easier to catch slowed down, and much cheaper to catch before approval than after.

What people get wrong

Each of these is a belief worth dropping, followed by what is actually happening.

Terms this introduces

temporal flicker
Frame-to-frame instability in texture, brightness or fine detail that was never committed to in the latent.
identity drift
A face or character gradually changing across a shot because the model stores no persistent identity.
texture crawl
Patterns and fine surfaces reshuffling each frame instead of holding still on the object.
keyframe cascade
Generating distant frames first and then filling the gaps with temporal super-resolution models.
temporal super-resolution
A separately trained model that increases frame rate by generating intermediate frames.

Where this shows up in the directory

Models whose own documentation names this. It is evidence the vendor considers it relevant, not a judgement that the model is good or bad at it.

35 more not listed.

Whose job this changes

Craft roles whose page discusses this directly. Follow one to see what the person actually decides.

Further reading

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Sources